/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints)
Class path or None if the asset cannot or doesn't have a class associated with it
namespace FEditorClassUtils { [FName](API\Runtime\Core\UObject\FName) FEditorClassUtils::GetClassPathFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }